Freelance
Traveller

This article was originally posted to the pre-magazine Freelance Traveller
website in 2002, and appeared in this form in the
April/May 2015 issue

History

When Traveller premiered in 1977, it was printed in the usual
three-book format of the period. The starship design system (filling most of
Book 2: Starships) was a simple building-block system for ships of 100-5000
tons, with the “standard” designs provided for player-characters ranging
from 200-800 tons. All in all, a “small-ship” universe, probably in a “cozy”
campaign setting of a subsector or two.

But this was 1977, only months after the premiere of
Star Wars,
with its Galaxy-wide Empire and huge starships. The only other
widespread universe paradigm was Star Trek, another big-ship
universe with ultra-high “Trek Tech”. Both of these paradigms emphasized big
ships, maxed-out technology, and a wide-ranging campaign area.

Accordingly, early Traveller
campaigns tried to push the limit, attempting large ships (up to tens of
thousands of tons), a ruling Tech Level of 13-15, and empires about
equivalent in size to the later Spinward Marches (a full sector of 16
subsectors).

With the publishing of Book 5: High Guard in
1979, and its revision of 1980 (the revision is generally referred to
(unofficially) as “High Guard 2”), larger ships, with a slightly-more-complex design system (primarily geared
towards warships) for ships of up to a million tons, were introduced.
Traveller’s
official universe, the Third Imperium, spanning dozens of full sectors,
provided a big universe for these big ships.

Traveller campaigns of this period emphasized big ships, big
campaigns, and Tech Level 15, either in the Third Imperium itself or
freelance imitations of it. Travellers had their galaxy and large starships—but paid a price.

Most player-characters were still limited by price and numbers to the
smaller ships from Book 2—the Type A Free Traders, Type R & M
subsidized merchants, and Type T & C paramilitary craft. These ships which
player-characters could reasonably expect to own and/or control had shrunk
to insignificance beside the megaton monsters coming out of
High Guard’s
shipyards. In such a big pond, to become a big fish meant starting at or
rising to the level of a high-ranking VIP in a strategic-level campaign.
Such Imperia had lost their scale for the free-traders and adventurers
that made up the typical player-characters—except for vermin and pawns
skulking around the edges.

Gedankenexperiment: Low-tech Traveller

Sometime in the 1990s, I tried a thought-experiment. Instead of a TL 15
big-universe, big-ship campaign, why not go as far as practical in the other
direction? One subsector (maybe two), TL 11 (with TL12 being gee-whiz
cutting edge), exclusively using Book 2-designed starships. A
“cozy” campaign universe—with 15+ years of hindsight, probably what
Original Traveller did best. See how much you could do using only
Book 2 starships.

However, for the Navy, pure Book 2 became a bit limited; there
was little difference between a dedicated warship and a well-armed civilian
one, much like wooden ships during the Age of Sail. To bring our
interstellar navies up to the "modern era", a little
High Guard
retrofitting was in order.

The following additions to the Book 2 design system retrofit a
little of that High Guard flavor without unduly stretching the
basic design system:

Book 2: Starships had no provisions for
armoring the hull; Book 5: High Guard
introduced the concept. Unlike later versions of
Traveller (MegaTraveller and later),
armoring a ship was a yes/no proposition, with no choice of material—you
simply allocated volume to armor according to a formula, applied the cost
formula, and that was that.

Book 5: High Guard also introduced the idea
of missile bays. A missile bay was essentially a giant missile turret,
firing enlarged heavy missiles or “torpedoes”. Before the introduction of
nuclear dampers and meson guns at TL12, missiles were the primary
ship-killing weapon.

Missile Bays

Type

Tonnage

Cost

Crew

Capacity

Rate of Fire

Small Missile Bay

50 tons

MCr12.5

2

50

5/turn

Large Missile Bay

100 tons

MCr21

2

100

10/turn

Heavy Missile

An enlarged missile fired from Missile Bays. Commonly called a “torpedo”
or “bay missile” to distinguish it from the smaller “turret missiles”. Heavy
missiles are one ton each, cost five times as much as a standard (“turret”)
missile, and do 1D×1D damage.

Mines in Traveller are basically encapsulated light (turret) or
heavy (bay) missiles with a special “mine” fire-control/IFF package
attached. Instead of being fired directly, they are “laid” in orbital or
drift minefields and float in space until activated by coded signal. Once
activated, they launch themselves at a target, usually an intruding ship.
When a mine fires, it attacks with the EW rating of its Tech Level.

There are four levels of activation:

Weapons Hold:

Fire only on direct command signal to fire, only at target
specified in command.

Weapons Tight:

Fire only on targets positively identified as enemy.

Weapons Free:

Fire only on targets not positively identified as friendly.

Berserk:

Fire on anything and everything within range.

In addition, the fire-control package is “smart” enough to obey simple
commands like “fire on the first target in range”, “let the first x targets
pass, then fire at the next”, “deactivate at a specified time and reactivate
later”, “deactivate until receiving new activation signal”, etc.

Although not part of Book 5: High Guard, laser bays are an obvious
extension of the missile bay concept to lasers: a giant laser turret,
mounting 30 lasers firing as one. (These were used in the
Foible Federation campaign of
1977-78, where they were known as “bank lasers”.) Laser bays require 10
tons of volume and a crew of 2; the cost to add a laser bay to a ship is
MCr16 for pulse lasers, or MCr31 for beam lasers.

Essentially, a laser bay is 10 triple laser turrets ganged together into
a single mount for savings in cost and personnel. A laser bay fires as a
laser turret with only one “to hit” throw for the entire bay; a hit does 30
hits to the target ship.

In the original Book 2 starship design system, M-drives, J-drives, and
Powerplants were fixed sizes (rated by letters in the usual A-Z sans I & O
progression) that cross-indexed into hull size to give the drive and
powerplant ratings for the ship.

This resulted in a “topping out” effect at larger hull sizes; the largest
(Z) engine could only give a rating of 4 (Jump or Gs) in a 3000-ton hull, 3
in a 4000-ton hull, and 2 in a 5000 to 6000-ton hull. (And, presumably, 1 in
a 10000 to 12000-tonner.)

Also, since engine damage was counted by derating the engines to the next
(letter) size with each hit, ships above 2000 tons were progressively more
vulnerable to engine hits, until a 5000+ tonner was as prone to “one-hit
cripples” as a 200-ton Free Trader.

These limitations can be mitigated by allowing a “cluster” of multiple
engines in a single hull. Multi-engined large ships can increase performance
over single-engined ships, while absorbing more engine damage.

Design Limitations:

All M– and J-drives, and powerplants in a multi-engine ship must be
of the same (letter) size.

Each engine in a cluster must have a rating of at least 1 for the
size of hull. (This effectively limits Book 2 engines to a maximum hull
size of 12000 tons, reasonable for a “small-ship” campaign.)

Each jump drive or powerplant has the same fuel requirements as it
would if installed alone. (This has no effect on jump fuel, but brings
the Book 2 “ten tons per powerplant number” a little more in line with
reality for large ships.)

The drive/powerplant rating for the ship is the sum of all the
engine ratings.

In-use Effects:

Large ships are now capable of high performance.

Multiple-engined ships are now more resistant to battle damage. When
a multi-engined ship takes an engine hit, roll a die to see which engine
is hit, and derate the engine in the normal Book 2 manner. As a hit can
go to an already-damaged (or destroyed) engine without further effect,
it is possible to survive multiple “free” engine hits, thus making
larger ships more survivable.

Before the introduction of nuclear dampers at TL12, nuclear missiles
(“nukes”) were the heavy-duty ship-killing weapon.

Nuclear missiles are available at TL8+ (while nukes are TL6, getting a
small and efficient enough warhead requires a tech level or two more), do
1D× the damage of a normal (HE/fragmentation) missile; for simplicity,
radiation effects are assumed to be part of the normal damage.

Nuclear turret missile: 1D×1D (same as a normal bay missile).

Nuclear bay missile: 1D×1D×1D.

Cost (when available): 10× a normal missile of the size, more for “Thunderballs”.

Nukes are a mass-destruction weapon, and are tightly-controlled by the
military. They would be found only on actual military ships as a “special
round”. (At least officially; such a firepower-multiplier is in demand on
the black market under the name of “Thunderballs”.)

Nuclear dampers are “shields” that neutralize nuclear warheads by varying
the strong and weak nuclear forces. First described in
Book 4: Mercenary, dampers project an
interference pattern of strong- and weak-force nodes from two
widely-separated antennae which interfere with nuclear fission and fusion
reactions, causing the warhead to fail in a meltdown or much-reduced
explosion. The pattern must be focused to hold a node on the incoming
missile; for this reason, nuclear dampers require active sensors and precise
fire-control.

In CT, nuclear dampers “fire” defensively on incoming missiles, with the
base “to hit” throw (as a laser) with an additional DM of the relative Tech
Levels of the missile and the damper. If the damper “hits”, the nuclear
missile will not explode. Note that nuclear dampers have no effect on normal
missile warheads.

Though small craft can be launched rapidly (ask anyone who’s seen a full
abandon-ship), they are difficult to recover using standard shuttlebay
fittings. Rapid Launch/Recovery Facilities (such as on carriers) allow a
ship to launch and recover small craft or ship’s vehicles quickly.
Book 5: High Guard called these “launch
tubes”.

Rapid Launch/Recovery Bays require 25 times the tonnage of the largest
craft to be launched/recovered through the bay, and 10 crew. Each bay uses
ten hardpoints, and costs Cr2000 per ton displacement. 40 small craft can be
launched or recovered per turn.

Each bay requires attached hangar space of 1.3 times the capacity in
small craft tonnage, at a cost of Cr2000 per ton displacement. The extra
room is required for marshalling the small craft to and from the
launch/recovery bay.

Miscellaneous Note: Adapting "Wet-navy" Ships

These were mostly scaled from the armament, using the following
rules-of-thumb:

Triple laser turrets

represent either a twin 40mm or single three-inch (75-76mm) gun
mount.

Laser Bays

represent a twin gun turret of five to six-inch (120-155mm) caliber.
(Heavier-caliber main guns are outside of this system, but can be
represented in High Guard by the varying sizes of spinal-mount main
batteries.)

Missile Bays

represent TL6 torpedo tubes or TL7+ missile launchers. A 50-ton bay
represents a two- or three-tube torpedo mount or a single-arm missile
launcher; a 100-ton bay represents a four- or five-tube mount, a
twin-arm launcher, or a VLS missile array.

Rapid launch/recovery facilities

represent a dedicated aircraft-handling flight deck such as on an
aircraft carrier; packing a couple fighters in a shuttlebay represents
the limited helicopter capability of most TL8+ warships.